Give testers a jump-to-scene button that sets the right story state
To test the last level nobody wants to play for an hour, so the team adds a jump button, and the jump lands in a world where the story never happened: characters missing, doors closed, scenes crash. Here is how your AI works out which facts always hold at a scene and which only sometimes.
Why this works
A scene is only meaningful with what came before it. What held on every route is safe to set for a tester; what held only on some routes is a real choice that must be made, not guessed, or the scene will meet a world that never existed.
When not to use it
Skip it when a scene reads things that change all the time, such as items bought or points scored; this tracks only facts that are set once. For those, save a real playthrough at that scene and load it.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- A diagram of every state
- 51 lines of example code with 5 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Give testers a jump-to-scene button that sets the right story state" (read_entry jump-to-scene-state-for-testers) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP